Sprite DLight ChangeLog

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Changes of 0.5

Post by Dee on Fri Dec 30, 2016 10:40 pm

BETA BUILD 0.5

Changes and added features of 0.5

Sprite Tab

• A new button "Load External Texture" allows you to load an image of the same dimensions as the current normal map to be used for the lighting preview.
This is useful when you don't have an active sprite because your normal map came from another source (externally imported, converted from depth, combined from light maps, merged from multiple normal maps,...).
• The "Pick Background Color" feature now has a more suitable mouse cursor: The eyedropper cursor stands out from any image and makes picking a color more accurate.

Specularity Tab

• A new slider has been added: The brightness value allows you to gradually change the overall brightness of the specularity map from 0-100, where 0 leads to a completely black picture, whereas 100 is white. The standard value of 50 makes no changes to the brightness of the specularity map.

General

• Clickable slider values: You can now enter the desired value of the numbers reflecting the values of the sliders manually or adjust them with clickable up and down arrows or mouse wheel up/down.
The color and the cursor for the slider value fields have been adjusted to indicate their clickable status.
• The zoom behavior has been changed:
The displayed part of a zoomed-in picture doesn't follow the mouse cursor at all times anymore. Instead, you can now move the image within the display by simply dragging it (move the mouse while holding the left button down).
Zooming in and out with the mouse wheel still centers the detail section based on the mouse position.
While dragging the image, the mouse cursor turns into four arrows.

Light Maps

• The preview pictures for the four light maps in the light map dialog are now zoomable, too. Use the mouse wheel to zoom in and out and move within the image to explore certain areas of the pictures simultaneously.

Options

• New Option: Light Maps | Keep current sprite:
When merging Light Maps to a Normal Map, this option allows you to keep the Sprite that is currently in use to be displayed with the new Normal Map by automatically using it as an external texture.
Works only if the Sprite and the Normal Map have the same dimensions.
• Clicking a textfield to specify the suffix of a map type now automatically selects everything in the textfield.
• Clicking the corresponding label to a textfield to specify the suffix of a map type now sets the focus on the textfield and automatically selects everything in it.

Fixed issues of 0.5

Sprite Tab

• Fixed several bugs causing the application to crash when activating the sprite sheet animation preview or deactivating it through its checkbox while the "Tab based map loading" option was activated.
• Fixed the faded colors of the numbers in the sprite sheet animation preview.
• Pasting a sprite from the clipboard while the dynamic lighting preview is running now leads to the expected result: the new sprite will be processed.

Normals Tab

• Opening a normal map via the map opening button, pasting from the clipboard or drag&drop onto the application no longer causes the tool to auto-generate additional maps (depth, occlusion, specularity) when the "Auto map generation" option is deactivated.

Depth Tab

• Opening a depth map via the map opening button, pasting from the clipboard or drag&drop onto the application no longer causes the tool to auto-generate additional maps (occlusion, specularity) when the "Auto map generation" option is deactivated.

Occlusion Tab

• Fixed a bug with the contrast calculation of the ambient occlusion map that led to an access violation when starting the tool with a saved occlusion contrast setting that was not 0.

Options

• All options are now properly saved in the settings profiles.

Batch processing

• Fixed an issue that caused the batch processing feature to not identify some subfolders as such when using the new "include subfolders" option. As a result, no files were processed.
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Re: Sprite DLight ChangeLog

Post by Dee on Fri Feb 12, 2016 11:48 am

BETA BUILD 0.4

Changes and added features of 0.4

General

• The Truevision Targa file format (*.tga) is now supported for saving and loading of images.
• Sprite DLight now comes as a one-file application (one app bundle in the OSX version), the profiles folder with the default profile is now automatically created by the app, if non existent.
• The “Options” button of the button bar in the top right corner is now available.
• The Zoom feature is back! Use the mouse wheel to zoom in/out.
If used while picking a background color in the sprite tab, anti-aliasing will temporarily be deactivated for this process if it was active.
• The "calculating" splash screen now has a bar that shows the progress of map generation processes and other calculations.
• The Graphics Interchange Format (*.gif) is now supported for single image opening and batch processing (in 0.3 it was only supported for drag&drop opening).

Options

• Added the option to customize the naming scheme by editing the suffixes for the exported filenames.
• Added the option "Auto map generation": Automatically have the tool generate all available map types when opening a new image. If deactivated, maps will be generated when the tab is clicked. Deactivated by default.
• Added the option "Tab based map loading": Makes the tool expect a map of the currently active tab type when opening a new image via paste or drag&drop. If deactivated, the app always expects a sprite.
With this option activated, you have to use the "Open Image"-button to load a Normal Map or a Depth Map as the input file. Deactivated by default.

Normals tab

• The intensity of the normal’s shape part now scales with the average size of detected subjects in the sprite, which makes the result more consistent and adjusted to the sprite’s size (normal maps for different sizes of the same sprite now turn out similarly).
• New option added: "Detail Focus" offers two options for the surface details recognition algorithm. Choose local lightness or luminance differences.
• The speed of the normal map generation algorithm has been slightly improved while maintaining 100% of the quality.
• A normal map from a source other than a sprite no longer causes the "Use Shape Mask" option to be deactivated.
• The "Shape Intensity" is now displayed as a two digit floating point number, just like the "Detail Intensity", which reflects the slider value more precisely.

Depth tab

• Added the options “Inverted X” and “Inverted Y”, which can be used to recalculate the depth and occlusion maps, based on inverted X- and Y-channels of the normal map, without actually altering them in the normal map.

Batch processing

• If the specified output folder does not exist, you will be asked if you want to create it automatically.
• Added the option to process all subfolders of the specified input folder. The subdirectory structure of the input folder will be copied to the output folder for the subdirectories containing images (Pro feature).
• The output format for the files created with batch processing can now be specified (*.png, *.bmp, *.tga, *.tif available) (Pro feature).

Fixed issues of 0.4

Sprite tab

• Changing the background color for the lighting preview while the dynamic lighting preview was animating didn’t instantly update the background color of the preview.  
• Opening dialogs like "Batch processing" or "Options" should now always stop the render preview from animating.

Normals tab

• Fixed a bug causing the application to crash when opening an image while the “Tileable Texture” option was checked.

Specularity tab

• The specularity map is now only recalculated when needed, instead of every time the specularity tab is opened.

Batch processing

• Batch processing no longer crashes when a file of an incompatible format is detected – it will just be skipped now.

OSX

• The ‘OK’ button of the sprite sheet animation preview dialog sometimes appeared to be disabled, even when the entered values were valid.
• The Gatekeeper warning that tells you the app was damaged and should be moved to the trash should no longer be triggered when trying to start the app after downloading the package.
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Changes of 0.3

Post by Dee on Thu Aug 27, 2015 1:46 pm

BETA BUILD 0.3

Changes and added features of 0.3

General

• If you try to save a file to an already existing filename, you will be asked if you want to overwrite the existing file.

Sprite tab

• Added an option to export the dynamic lighting preview as a sequence of 20 images (Pro feature), which works for the vertical and horizontal light circulation.
• In the sprite sheet animation preview, you can now specify the starting frame and the last frame to be displayed, instead of just using a total number of frames, always starting with the first frame in the sheet.
• The colors and mouseover hint of the context-sensitive “OK”-button for the sprite sheet animation dialogue now show more clearly if the entered values are valid.

Normals tab

• Slightly improved the speed of normal map generation

OSX

• The application is now properly signed with an Apple issued certificate, which should make changes to the security settings of your Mac unnecessary.

Note: The Gatekeeper warning (App is damaged and should be moved to the trash has still been reported with 0.3 - until the software is changed to fix that, you can use this solution:
"Sticky: [0.3 Mac] App is damaged and should be moved to the trash")


Fixed issues of 0.3

All operating systems

• Dynamic lighting preview didn’t animate when switching back to the Sprite tab from another tab, although the lighting preview and dynamic lighting were enabled.
• The alpha value range of output normal maps and re-rendered sprites was 0-254 instead of 0-255, when using the “Sprite Alpha” option.
• Opening images from within tabs other than the Sprite tab caused the app to crash with an access violation error.
• Memory usage optimized – Sprite DLight now uses less RAM and properly frees old resources when loading new sprites and performing batch processing.


Last edited by Dee on Thu Aug 27, 2015 1:56 pm; edited 1 time in total
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Sprite DLight ChangeLog

Post by Dee on Thu Aug 27, 2015 1:40 pm

BETA BUILD 0.2


Changes and added features of 0.2

General

• Added an option to customize the background color for the Lighting preview
• Simplified batch processing: Only the needed maps are generated now, depending on the specified output maps
• Batch processing is now a feature of the Pro version and the Lite version, as announced on the Kickstarter page
• User defined settings profiles are now available for users of the Pro version: You can now save, load and delete presets (includes general settings like the preview background color, as well as tab-specific settings like the rendering colors and map-generation options)
For the Lite version, the last used settings are loaded when restarting the application

Normals Tab

• The normal map combination feature is now available (Pro feature - best used with low intensities, as the normals of added maps are calculated "on top" of the basic normal map)
• Added the option to use the alpha channel of the original sprite for the normal map
• Added an option to rotate the normals over the X,Y and Z axis by a specified amount (can be used for different perspectives, such as isometric art)
• "Shape Volume" has been renamed to "Shape Intensity"
• "Detail Volume" has been renamed to " Detail Intensity"
• There is a new option, now called "Shape Volume", which gives control over the extent to which shapes get 'inflated' - setting it lower than the automatically detected volume results in a more flat overall shape. This also helps when batch processing background tiles with the same settings
• Isolated Pixels (which are only diagonally connected to the rest of the shape) no longer turn out neutral in the normal map, when working with the Pixel Perfect gradient detection operator: The Sobel gradient detection operator is now mandatory for the shape detection part of the normal map generation algorithm

Minor changes

• Updated/added many mouse-over tooltips
• Windows (like Batch "processing" or "About") can now quickly be closed with the escape key

Fixed issues of 0.2

All operating systems

• Improved support for filenames of various languages (such as Korean or Japanese)
• The Lighting preview now displays semi-transparent pixels correctly
• Fixed a bug causing multiple instances of the splash screen to be created -> faster re-rendering, less crashes
• Fixed a bug causing batch processing to always use the "Pixel Perfect" gradient detection operator, instead of the specified one.
• Fixed a bug causing the normal map to not be re-calculated correctly after activating/deactivating the "bleed" option, when the tileable texture mode was active
• Fixed a bug causing the normal map volume boost to be ignored when recalculating the normals after picking a new background color  
• Fixed a bug causing the application to crash when using a high value for the normals volume boost for a small sprite
• Fixed a bug causing images of some higher color depths not to be properly loaded into Sprite DLight
• Fixed a bug causing the depth and ambient occlusion maps to not be correctly calculated when opening an normal map or a depth map by loading from a file, pasting from the clipboard or dragging & dropping it onto the application
• Fixed a bug preventing the lighting preview from being correctly resized when restoring the application after it was minimized
• Fixed a bug causing the lighting preview to animate after switching between multiple windows, even when the option was not activated

Mac

• The execution bit needed to start the application without further effort is now set properly
• Fixed an issue causing the application to crash when hovering over the image to pick a background color in the sprite for normal map generation

Linux

• Sprite DLight's Linux version is now compiled as a 32 bit application (the first build was a 64 bit application)
• Fixed an issue causing the application to hang when calculating the depth/AO maps for sprites of certain dimensions
• Fixed alpha transparency issues for the lighting preview and the normal map "Sprite Alpha" option


Last edited by Dee on Thu Aug 27, 2015 1:46 pm; edited 1 time in total
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