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Hi! I have a question, I couldn't run the the app on my mac. What version would I need for this?

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I dont have access to a mac anymore to compile and test the project. You can try the app from here https://github.com/azagaya/laigter/releases  (laigter.zip), but i cannot do much if it doesnt work, because i cannot test it myself anymore on Mac... Sorry

thanks so much for your reply, that did help! And thank you so so much again, cause this has literally just saved me hourssss of work! 

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Im glad it worked!

Is there a way to convert textures in batch?

If they are many files, you can use the cli to process a list of files, or all the files in a directory.

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It took me to much time to find this omg

muy cheto esto!!!

Gracias!

Olá,  adorei o software, é fácil e pratico, e talvez algum dia eu poderia usá-lo em um possível jogo no futuro.

Mas estou um pouco confuso na parte de licença do software, se eu apenas usar ele para criar o normal map do Sprites do meu jogo, o que eu devo fazer? devo colocar os créditos? (o que obviamente eu vou dar o créditos, pois isso ajuda bastante na produção de um game!). Meu jogo pode ser pago se eu usar esse programa nos Sprites do meu jogo? 

mas é um ótimo programa! só estou com essa duvida mesmo.

Hi! The license only applies to the code of the software. You have all the rights to use whatever map you generate with it (as long as you have the rights to use the original image where you generated it from.
So, if you use laigter to generate a normal map from a sprite you have legal right to use, you can use those normal maps in your games, even commercially, without need to give attribution or anything. The maps you generate with laigter are yours.

The license only apply to the code of the tool, not its output.

TRANSLATED WITH GOOGLE:

Oi! A licença se aplica apenas ao código do software. Você tem todos os direitos de usar qualquer mapa que gerar com ele (desde que tenha os direitos de usar a imagem original de onde a gerou). Então, se você usar o laigter para gerar um mapa normal a partir de um sprite que você tem direito legal de usar, você poderá usar esses mapas normais em seus jogos, mesmo comercialmente, sem necessidade de dar atribuição nem nada. Os mapas que você gera com o laigter são seus. A licença se aplica apenas ao código da ferramenta, não à sua saída.

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installed windows exe 1.11.0. I love it except for one minor (major) issue. I can't get the toolbar or export widget to show up.  When I make the toolbar visible only the 3 plugin options show up (and seem to work just fine with the available brush plugins) but nothing else, no save, load, zoom, etc. Also, there is no "export" even listed in the visibility list.

Hey! Can you share me a screenshot of the problem? Can you join the Discord server (link in the tool page) and send me details of the issue over there? 

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Hi azagaya, thank you for the tool. I have a suggestion and would be happy to tip you $50 to $100 if you can implement this.

Is it possible to use a limited color palette to make normal map for pixel art? It will make your tool perfect for pixel art.

 Examples of limited color palette for pixel art:

Hi,
Is this for the normal brush? Or you want the generated normals to be limited to those colors?

I want the generated normals to be limited to those colors.

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Ok, ill try to work on it for next release!

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Thank you so much! I believe this feature will make pixel art look a lot better. I have tipped you $30 on kofi for now. 

Maybe you can use these 2 limited color palettes.

Coarse palette:


Fine palette:

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Oh thanks a lot! That wasn't necessary! Also, have in mind that i work on laigter on my free time. These changes can take a while to be implemented.

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I this is the first tool to generate normal maps that I've ever come across that works on Linux. Good stuff too!

This is a very good tool. Thank you 🤗

Thanks! Im glad you like it!

I am curious how this works. Do you have any links to papers or something naming and explaining the techniques?
Looking through the code I guessed that the shaders just render the images with lighting using the generated normal, spec, POM, maps? Are the calculations actually all done in `fshader.glsl`? or is there some CPU image processing somewhere else? I'll keep digging.
I wanted to try applying it to image masking or see if there's a way to do something like it in real time with a shader on the GPU.

Hi!

fshader.glsl only does the rendering. The maps are calculated in the CPU using cimg image processing library. All the code is in image_procecssor.cpp. For the normals, is basically obtaining a heightmap from a distance transform, and the grayscale version of the image, and then using derivative opperators to get the normals.

Everything could be done in shaders (the most difficult part would be the distance transform, which i guess you could do with SDF?). I tried in the past to migrate everything to shaders, but the changes were too much and i didnt have the time. I also never sorted out how to do cli exports without a window if they depend on OpenGL, so CPU was better for that.

I suggest you keep it in CPU because it is not intended for real-time but to export. If you achieve a GPU version my personal preference is have the possibility to switch between GPU and CPU. Because it can give different results, so I prefer to have the ability to choose.

Yeah, thanks for the suggestion. I don't have any plan to change the generation for the time beign to GPU, so it will still be done in CPU in the future.

Really good tool for generating normal maps. Tried and results having good quality. Also useful configuration options. Still I found a bug. When using the Tile mode and adjusting the neighbors, the data is not saved into the file. After restarting the tool and loading the project all neighbor settings are lost. I would appreciate a fix here.

Yeah, this has been reported, and im working on a fix. Sadly is taking a long time as my time has become more lmited over time.

Nice to hear! Looking forward to it, but take your time.

Sorry, i missunderstood and thought you were refering to the issue opened in github about saving neighbors as presets.
The neighbors were already being saved in the project file, so i checked and it seems that they were being reseted after the load. I just pushed a fix to github. Once i finish the feature of saving the presets ill publish a bugfix release.

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Ups, yes, you are right. I re-read the github issue and it is indeed another issue and NOT the one I faced. So, yep, I would highly appreciate the fix in a released compiled version of Laigter, so I wait for the next release!

Thanks for fixing the issue and releasing a new version! The neighbor tile settings are now saved/loaded correctly from the project file. I now fully integrate laigter in my asset workflow. I also made a small donation as gratitude.

Thanks! Im glad you find it useful! I still need to improve the settings for tiles, but that will require more time as it probably implies a rewrite of the presets,.

Hello, thanks for amazing app! On Windows it works perfectly, but on Linux (Fedora) I ran into problem - there is just black screen. I have GTX 1650 TI and last NVIDIA drivers. What can possibly be an issue?

P.S
And also, please add negative height to normal maps, there are cases when I need to lower height, not to raise.

Hi! Im not sure what can be happening, as i have the same gpu, and it works fine on my Linux pc (Ubuntu 22.04). I didnt try fedora but i can ask some coworkers to test.

About the negative normal maps, isnt enough to invert the x and y axis?

Oh. I didnt think about that. Thanks.
And about black screen - my OpenGL is 4.6.0, but there may be some problems with Nvidia drivers, so I am working on it. If i would have some results - will write back.

Thanks! Just write me here or on discord if you find anything! Btw, i just had a friend test it on his Fedora 38 and worked fine for him too. 

Hello, it may be a false positive but out of curiosity, I scanned the .exe of the program in VirusTotal and this set a Trojan-type malware alert.

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Yeah, is a false positive.

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Great software that was integral to me achieving my art style.

Used here and credited.

https://lampewick.itch.io/spoopy-garden

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Thank you for an absolutely fantastic piece of software, @azagaya! This has been my secret weapon in developing a good looking game as a first time solo dev.  

Here's hoping Laigter becomes widely known, and you get to sell out to a big soulless corp! 

The second one is optional :P

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Thanks! I'm glad you like it! Laigter will always be open source!

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