Pablo, buen día; una pregunta, espero me puedas ayudar; ¿cómo se puede replicar el filtro Caricatura y Pixelado en Unity? es con shader graph? estuve leyendo los post anteriores y mencionas una solución pero para Godot, no encontré mas. El sprite agarra un efecto muy bueno con Toon y pixelated palomeados pero no es lo mismo cuando se pasa a unity; es una herramienta increible muchas gracias. Pd. no divulgare tu identidad secreta
Hola! Honestamente, he usado unity muy poco y no estoy seguro de como se haría. En godot es muy facil renderizar el juego en pixel perfect y eos ayuda mucho. El shader de toon creo que se podria hacer facil en unity... nunca use shader graph, siempre lo hago por código . En esta semana intento averiguar y si encuentro algo te aviso.
For some reason Laigter stopped displaying imported texture into main screen after I generated my first normal map. Do you know how to fix this issue? I already tried pressing all the zoom bottons.
To anyone who expericnece this issue, the problem is that I dont have a dedicated graphics card. Here is the step by step guide to tackle this problem:
1) Download this file: https://fdossena.com/?p=mesa/index.frag 2) Unzip and copy the "opengl32.dll" file open your install Laigter folder and paste the file there 3) Enjoy Laigter even with no dedicated graphics card.
This is a really great program, and it's allowed my friends to quickly create some really nice normal maps for a project we are doing together. However, we have a question.
When we import the actual normal map into Godot, the normal map itself works. However, we can't seem to get the lighting to work the way your test light in Liaghter works, specifically the Toon and Pixel filters. Could you explain to me what you used and how you made those filters possible? Specifically, did you have to use shaders, or a set of layered circles etc... ?
They look great and we'd really like to try and put that kind of light into the project. For reference, we are using Godot (if that matters, but I don't think it does).
Hi! The Pixelated and Toon options in Laigter are only for visualization.. that information cannot be exported with the map.
To replicate them in godot, for the pixel filter, you just need to import the textures with filter option unchecked.
For the Toon lighting, in godot 2D you need to write your own shader. I made a simple shader for my game with a simple toon efect. if you are interested, reach me at discord and i will share it to you. This is the discord link: https://discord.gg/88kJqry
It matters which engine are you using, because each engine has different features out of the box. With godot you have normal map, but no specular or others in 2D, for which you should implement shaders.
Also, for using with godot, remember to invert the y axis of the normal maps!
Hi. I'm having some issues exporting maps. I keep receiving an error message saying check permissions of the destination and I don't know how to fix this
you have created an absolutely brilliant program here. thank you very much for your fantastic work =)
i would like to output the preview view directly via commandline. maybe you could add this possibility... and in this context also restore the lights (position, color, ...) via preset when loading via commandline?
my wish may seem strange, but i would like to use your excellent program to automatically give sprites a bit more depth without explicitly using normal maps in my game.
The problem of being able to output the preview with the command line is that the Qt framework needs an active opengl widget for rendering it. So the gui needs to be launched for that. The other maps are calculated in cpu instead. Maybe i can find another way to implement it. Thanks for the suggestion!
Awesome program. Im trying to figure out how to use this to make deep effect on a top down building game, and day/night cycles, i would love if u can recomend me any tutorial on this program becose i couldn't find anything
Hi! i'm glad you like it! Can you share some screenshots of how your game looks? And what engine are you using? About tutorials, there are a few on youtube... I have some unfinished tutorials that i hope i can release soon.
Awesome! I am using Godot an was looking for a tool to help generate normals for pixel art sprites, and was disappointed to learn that SpriteIlluminator apparently does not provide an option for y-invert. This is where Laigter came to the rescue!
Hi! thanks for the kind words! this is a featured implemented in master branch. It will be included soon in 1.9 version, when i finish project file save/load. Here is a twitt about it!
About the language, you cant in current version.. is planned for next version. If you are on windows you may try renaming the laigter_en files in the installation directory with laigter_es.
About the export, when you click export in the export dock, all oppened textures will be exported. Is that what you need? You could also use cli commands for using without gui
Yes! thank you for the answer, I saw it there but dismissed it because it looked like it was inverting the height (making bumps into dips). I may need more sleep... Again thank you.
you can also use those checkboxes to invert height. In fact,i think it would be useful to add an invert option on export, and leave those checkboxes only for inverting height.
1) Currently you can add lights, but cannot delete them afterwards. Need the ability to delete added lights
2) Creating, Edit and Saving of project settings so we can comeback and edit what we have made. From programmers viewpoint... you would just save a text file of the path to the image and all the settings.
3) If you keep the export canvas function, a) change icon to something else beside an animation/video icon; b) The ability to edit the dimension (WxH) of the canvas.
This is a really awesome software tool that I could someday use to make certain 2D games pop out with DEPTH. If there is one feature missing that would be beneficiary is the ability to save the laigter setup as a template file so then users and artists would be able to reload the exact lighting setup for any sprites in production.
You can save settings of the currently selected texture y the preset manager. You will find the preset manager button in the toolbar. In the left there is a list, where "lights" option is unchecked, you can check it before saving if you want also light settings for that texture to be saved.
Hi! After you save the preset, in the combobox at the top right, you will see it. Then you select the textures to which you want to apply the preset, and then click apply. I think i really need to write docs about Laigter.
I also think the is needed as well. From just a graphic designer viewpoint. I would want a project file too. This way I and edit a project, say a day or so and not have to rebuild all the settings.
Hi, how do i save the preview image. it saves all the other maps but not the3 preview image. i don't use your app for games, but just for general graphics. thanks for a neat program.
Okay it works, but when it exports it exports the entire screen leaving the little image in the middle. Meaning I have to crop it to use it. See the image below . Even though you can't see the boundary it extends three times wider and taller than the little 3D image itself . Save the image to your hard drive and then look at it you will see what I mean .
Uh, i see.. this must be a regression as i fixed that bug some time ago. Let me check in this days and i'll wirte you back. Would you please open an issue on github?
Thanks! Also,would you check if there is an unchecked checkbox in the export dock widget? I think one of the changes in 1.7 was to add that option there to export individual previews
Hi Man! I don't know what to do with this, for now. But it is so damn cool, simple and functional! I will use it at some point for sure. On Mac High Sierra works like a charm! A very good Job! Thank you so much! I let u a Coffe on Kofi! Keep up the good work! Thank you, again! 🙏
(Old)(it's must be cool to use this software for pixel art game, i would like to use it for that, but this is not possible) ( (Update : They are Pixel art mode and it's work very good)
The exported map should be fine for pixel art.. and you have a pixelated checkbox to enable pixel preview.. are they not working? Could you share one of the pixel art sprites that are not working for you? Yo can also open an issue on github!
I can also confirm that in some windows devices it is working however. But it's deffinitly crashing in some windows devices. Its a windows only problem also.
when i try to run the program, it give me 2 errors, both abou a missing dll. i try the installer and the portable version but both give the same error.
Could you please try with the installer version now? Portable version is uploading... (sorry, my internet connection in this part of the world is really slow)
Hello. I can't start the application. After trying to run laigter.exe, I receive a message about a missing file: libopencv_imgproc320.dll. Where can I download it?
oh,thats strange.. it should be included... what version you tired? portable or installer? Can you check it's not present in laigtr's directory? I'll try to upload a fixed version today.. Sorry
Thank you for the quick reply. I tried both versions. I also tried to install through the Itch application. In each case the same error. I can't see this file in any of the folders.
ok,surely I made a mistake when packaging... my notebook broke so I borrowed one and I made all the environment in a rush... I'll upload a fixed version today.. sorry
It would be awesome to be able to automate laigter usage through the command line. For example, one could use something like this to automate the maps generation for some file without ever opening the graphical interface:
Since I was really needing the command line export feature I forked your project and implemented the bare minimum for my personal needs. You can take a look here:
About the coding style and quality standars, i have none till now.. this was supposed to be just a personal project, something like a test... and i'm usually messy writting code... But i think i should starting to define coding style. I think we could use clang-format beautifier and that's all.
Hi, I like the concept of this app. 2 things... 1) Can you add a menu bar with all commands so we can use shortcut keys and also have a link in the memu back to your website? 2) Bottom right buttons, Exporting all images (normal maps etc) doesn't work at all on my Win10 machine. And the top export button ONLY exports the normal map... no other images, not even the preview. Would be nice if exporting worked and supported transparent PNG's. Even thought this app would be mostly for game dev, I would use it just for general graphic design. A quick way to add 3d effect to any flat image. Great work so far!!
1) What do you mean with all the commands? I may add shortcuts without the need of a menu bar.. would it be enough for your needs? Perhaps i cann add them for 1.6 (1.5 is almost ready).
2) Does any message appears when pressing "Export All..." i'll try on a windows machine later, but i think it was working. It exports the maps in the same directory the original file is. The top export button bug is fixed for next release.. i found it some days ago. The preview is not exported in 1.4, because the purpose of Laigter is to export maps that are used within shaders. I added the feature to export preview for 1.5, but just of the texture currently selected due to some internal problems.
Thats strange... I've just tried on a windows PC and worked fine. Can you give me the full specs of your system? what images are you trying to export? If you run it from cmd does it show anything? and if you run in cmd with s parameter? like "laigter.exe s" in cmd
I'll try in other computers also... can you try in other pc too?
I need to be able to reproduce this to be able to solve it.
I get a message saying everything exports... but when I go to exported folder... nothing is there. lLke I said, only if I click the top export button do I get the one and only normalmap... nothing else.
Windows 10 (ver1908)
GTX 2060
Intel Core i7
16 MB RAM
FYI.. .screen doesn't reflect location of the application. I have a folder I keep all my created content in. I just named that folder Laigter too.
Thanks for the feedbak. Perhaps a dumb question, but have you tried with other pictures that are not the sample one? Export all and export too are not meant for the sample images...
I'll look at it further and tell you if i find anything.
The top bar export button, as i said previously, it's a bug is already fixed and ready for version 1.5! I think i will be able to release it soon.
May be i can add those features in future releases! Right now I'm trying to clean up a bit the internals, and 1.5 will just include preview export.. but for next releases perhaps I can implement your suggestions!
Hey, i've tried in different machines with win10 and couldn't reproduce your problem.. could you give me your full system specs? What Opengl versions you support? The problem is with the installable version or with the portable version or both? have you tried in other win10 machines?
Hi! I tried in debian 9, ubuntu 16.04, ubuntu 19.04 and latest fedora and worked fine for me. Could you try executing it from the console to see if some error arraises?
That's strange because i have a computer with Pop!_OS and always test it there. What version of Pop!_OS are you using? It's strange because that error you mention usually appears when you try to run an application for a different architecture, like an x86 app on an ARM target...
Hi! not yet.. i didn't think anyone would use it, as it's just a preview... I can add preview export for next release if you like.. Just curiosity, what would be the use case of it?
Would you mind the if the exported preview image has the size of the preview widget? Or you need it to have the same size as the original image? The framework i'm using has some limitations on how using opengl rendering.
Great! Anyways I managed to export the original size also while I waited for your reply.. just the lighting effect is not exactly the same as the preview.. I'll let the user chose wether he/she wants to export full preview or original size.
Hi there, I saw a YouTube video featuring Laigter https://www.youtube.com/watch?v=WZ-YnnZTzUw&t=186s where a normal map was created from a standard image an file and was thinking maybe I could do the same with a photo of a living room scene that I wanted to add a lighting effect to. I downloaded and ran v 1.3 on my Windows 10 laptop but I am unable open any image files. Any suggestions?
uh, thats strange.. could you tell me what hardware your laptop has? What opengl your video card supports? Also,does the program crash or just do nothing? If you run it in a console, does it state any error? Thanks for the feedback
Just tried the update. Alot of great changes and bug fixes!
About pixelation; though the outlines are no longer there (it is fully pixelated now), there is one small issue. About 1 pixel in height across the width of the sprite image is deleted for some reason. I have made sure that the zoom in Laigter is maintained at 100%.
I screen capped the result and when I overlaid it on top of the original, I could see the difference. This issue was replicated with more than one sprite. Below are gifs illustrating the problem:
a) Current result:
b) Desired result:
In the first gif (a), you can see the sprite is doing a "bounce" motion because in Laigter, there is some distortion in the lighted sprite which causes 1 pixel of height across the entire width of the sprite to somehow not get drawn, even at 100% zoom. The second gif (b) is where I manually edited the lighted sprite to add the 1 pixel back in which fixes the "bounce" motion.
Its a minor issue, but I'm wondering if it could be addressed, so no manual editing is required. In any case, as always, awesome stuff and thanks for sharing this!
Very interesting piece of software, thanks for putting it out there. I've been playing around with hand painting normal maps for 2D skeletal animation, but doing it by hand takes time. This looks like it could be really helpful for generating a rough first pass, or for more static assets.
One problem I noticed was that the edges on some of the 32 bit PNG files I handed it are fading to white on the border between black and transparent. There is also a very hard inverse border on the normal map along that boundary unless I turn bump height all the way up to compensate. I'm not sure if this is caused by the program I used to create the PNG or something in Laigter.
Hi! Thanks for the feedback.. could you share me your image so I can try with it? I think the problem could be when importing, cause I do a convertion there.. the inverted edge in the normal could be because the edge is black, and the transparent area is not being considered as 0 height.. I'll have to take a look at it also.
Apparently this bug is in the library i use for importing images.. i could not solve the white line appearing at the edge of the image, but i could solve the hard invert that you see in the normal borders..
This fix will be available in next release. You will still see that annoying white border in the preview, but normals are fine, and you shouldn't notice them ingame. If i find a way to solve that also i'll let you know.
Just a question. In a project using pixel art, I don't plan to export the normal map itself since there are too many frames for the sprites. Instead, I'd like to simply use the preview image with the lighting on the sprite and use that as an "overlay".
The only problem is I can't see an option to render the preview in its original pixel form. The preview image has interpolation turned on and there doesn't appear to be any way to restore the sprite's original pixel look.
I've checked to make sure the "pixelated" box is ticked, but there is still some interpolation going on.
I have attached examples below:
This is a test sprite which was screen captured at 500% zoom, and where pixelation is maintained:
And this is the same test sprite screen captured inside laigter with pixelation turned on, also zoomed at 500%, :
The difference between the two is the first has no interpolation, where as the second one has some bit of it, most noticeably with dark outlines.
I was hoping that the normal map lighting could apply with the pixelation maintained. I could then simply take a screen shot in the preview and use that as an overlay to simulate something like a muzzle flash. But currently, there is some interpolation which gets in the way. See below image for the difference:
Example areas are the shoulder pads and arms. In the left lit image, there are a few dark colored outlines compared to the right, normal image. The effects looks great though.
I'm not sure if its possible to maintain the pixel look 100% (more or less to remove those dark lines). But if it is, would be great!
Hi! Yeah, i see what you mean. There must be a bug in the pixelization... would you share me the original image so i can test with it? I can't promisse i will solve this fast, because i have little time free from my daily job.. but i surely will try!
Righ-click > Save image as... (if you're on windows) should work fine with downloading the image.
And please take your time. :)
Like I said, the results look pretty good right now too, but if the pixelation is maintained fully, that'd be just super. Appreciate your effort to look into it, regardless of the outcome.
Hi! I manage to solve the interpolation problem in the texture.. now it should look ok when pixelated is checked. The problem with the preview is not due to interpolation. In the image, each colour square we see as a pixel is actually made of 9 pixels. Laigter just use the real pixels, so the light will affect 9 pixels for each "pixel" you see in your image.. i'm not sure if i'm making myself clear here!
I've tried to make a pixelated preview with a shader, but no luck till now.. if i manage to do so, i'll let you know!
The texture interpolation fix will be available in next release! so stay tuned.
This is really awesome! I haven't used it yet but from what i'm seeing this will help a lot and makes the game I'm working on "Miko Mind Dreamer" look much better if a light source is used. Will there be new updates coming in the future like adding new stuff and so on? keep up the amazing work!
I'm glad you like the tool! Your game looks cool, and I'm sure dynamic lights will be an awesome addition!
Regarding the new features, I have some in mind, but I have little to no free time, so I'm adding them slowly. I also try to prioritize features that users request.
Thanks a lot! Yeah I understand it's the story of all of us, having little time to work on something we love, well if they are coming slowly or fast just keep it going, this tool could be really something special in the future! Keep up the great work, I'll be following this one.
Hey! i've seen you are using GDevelop 5, aren't you? If so, i'm sorry to tell you that GDevelop 5 does not support dynamic lights and normal maps yet. So you wouldn't be able to use the maps exported by Laigter in your game at the momemt :(
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I am trying the animation feature but for me it crashes with a "simple" sprite. The sprite is 128*384 pixels and 32bit color:
The steps: import the image in laigter, cut it 2 by 6. Check animation box. Select it. Press play => CRASH.
Using version 1.10.3 on windows 10 64bits nvidia geforce gtx 1650
Other than that it is a great tool :-)
Thank you.
PS: should I post on github instead?
hi! Thanks for repirting the issue. Ill try today, sorry for the inconvenience.. yeah it would be nice if you open the issue in github! Thanks
I just tried in my pc and worked fine. This afternoon ill try in another widnows pc.
Yes, its crashing on some machines. Thanks for the heads-up! If you could open an issue it would be great.
Also, if you could, try dropping the image in laigter instead of importing.
Ok, i think i fixed it. It will be released a patch soon.
Pablo, buen día; una pregunta, espero me puedas ayudar; ¿cómo se puede replicar el filtro Caricatura y Pixelado en Unity? es con shader graph? estuve leyendo los post anteriores y mencionas una solución pero para Godot, no encontré mas. El sprite agarra un efecto muy bueno con Toon y pixelated palomeados pero no es lo mismo cuando se pasa a unity; es una herramienta increible muchas gracias. Pd. no divulgare tu identidad secreta
Hola! Honestamente, he usado unity muy poco y no estoy seguro de como se haría. En godot es muy facil renderizar el juego en pixel perfect y eos ayuda mucho. El shader de toon creo que se podria hacer facil en unity... nunca use shader graph, siempre lo hago por código . En esta semana intento averiguar y si encuentro algo te aviso.
Hi! Just curious to know if you ended up finding something. I've been messing around trying to do the same thing. here
Not really sorry, i havent tried to implement that kind of shader on unity.
i literally googled for about 2 hours with my 16x16 unormalized texture to get here
and i gotta say
thank you so fucking much for this
im glad you find laigter useful!
Hello! Great tool, very easy to use!
For some reason Laigter stopped displaying imported texture into main screen after I generated my first normal map. Do you know how to fix this issue? I already tried pressing all the zoom bottons.
To anyone who expericnece this issue, the problem is that I dont have a dedicated graphics card. Here is the step by step guide to tackle this problem:
1) Download this file: https://fdossena.com/?p=mesa/index.frag
Enjoy Laigter even with no dedicated graphics card.
2) Unzip and copy the "opengl32.dll" file open your install Laigter folder and paste the file there
3)
Hi azagaya.
This is a really great program, and it's allowed my friends to quickly create some really nice normal maps for a project we are doing together. However, we have a question.
When we import the actual normal map into Godot, the normal map itself works. However, we can't seem to get the lighting to work the way your test light in Liaghter works, specifically the Toon and Pixel filters. Could you explain to me what you used and how you made those filters possible? Specifically, did you have to use shaders, or a set of layered circles etc... ?
They look great and we'd really like to try and put that kind of light into the project. For reference, we are using Godot (if that matters, but I don't think it does).
Hi! The Pixelated and Toon options in Laigter are only for visualization.. that information cannot be exported with the map.
To replicate them in godot, for the pixel filter, you just need to import the textures with filter option unchecked.
For the Toon lighting, in godot 2D you need to write your own shader. I made a simple shader for my game with a simple toon efect. if you are interested, reach me at discord and i will share it to you. This is the discord link: https://discord.gg/88kJqry
It matters which engine are you using, because each engine has different features out of the box. With godot you have normal map, but no specular or others in 2D, for which you should implement shaders.
Also, for using with godot, remember to invert the y axis of the normal maps!
Wow, huge thanks for the quick and informative reply! I will send you a message on discord asap.
Hi. I'm having some issues exporting maps. I keep receiving an error message saying check permissions of the destination and I don't know how to fix this
Where are You trying to save the exported images? You are using Windows versión, right?
you have created an absolutely brilliant program here. thank you very much for your fantastic work =)
i would like to output the preview view directly via commandline. maybe you could add this possibility... and in this context also restore the lights (position, color, ...) via preset when loading via commandline?
my wish may seem strange, but i would like to use your excellent program to automatically give sprites a bit more depth without explicitly using normal maps in my game.
Hi! Im glad you like it!
The problem of being able to output the preview with the command line is that the Qt framework needs an active opengl widget for rendering it. So the gui needs to be launched for that. The other maps are calculated in cpu instead. Maybe i can find another way to implement it. Thanks for the suggestion!
Gracias Pablo, una herramienta increible!
Me alegro que te haya gustado!
Por favor, no reveles mi identidad secreta!
jajajajaja
Awesome program. Im trying to figure out how to use this to make deep effect on a top down building game, and day/night cycles, i would love if u can recomend me any tutorial on this program becose i couldn't find anything
Hi! i'm glad you like it! Can you share some screenshots of how your game looks? And what engine are you using?
About tutorials, there are a few on youtube... I have some unfinished tutorials that i hope i can release soon.
Awesome! I am using Godot an was looking for a tool to help generate normals for pixel art sprites, and was disappointed to learn that SpriteIlluminator apparently does not provide an option for y-invert. This is where Laigter came to the rescue!
Hi! i'm gald you like Laigter!
But to be fair, i think you can invert y in sprite illuminator, right before you export.
I want to know if the tool is free for commercial use without conditions
You can use it freely!
tnx
How can i change language manualy? I like to use all kind of tools in english, even if my native language is portuguese. Is there a way to change it?
Awesome tool by the way.
Hi! thanks for the kind words! this is a featured implemented in master branch. It will be included soon in 1.9 version, when i finish project file save/load. Here is a twitt about it!
https://twitter.com/AzagayaVj/status/1240746097032794113?s=20
Thank you for the reply! Glad to see this nice tool is improving!
Keep up the good work!
great tool
Thanks!
AMAZING!!!! thankyou so much!
Wonderful program <3
2 questions:
-Is there a way to change the language from a menu?
I work on a spanish machine, but do English Tutorials and work with American Coworkers.
and
-Is there a way to Batch Render alot of images?
Thanks!
About the language, you cant in current version.. is planned for next version. If you are on windows you may try renaming the laigter_en files in the installation directory with laigter_es.
About the export, when you click export in the export dock, all oppened textures will be exported. Is that what you need? You could also use cli commands for using without gui
Yes! thats exactly what I needed~ thank you <3
Can´t wait for the next release, good luck! I´ll support you anyway I can as thanks~
thanks! 1.9 is taking longer because too many refactoring is going on i the backend. But i hope ill finish it soon!
This shows how you will be able to change language in future version :)
https://twitter.com/AzagayaVj/status/1240746097032794113?s=20
can i use this in : "game maker studio" too?
Yes you can, but you need to make/find a shader for that. See this for reference. If there is enough interest, perhaps i can make a tutorial for this.
thanks so much i'll see this soon i have game maker studio 1.4.9999 i'll try this soon and thanks again :)
Is there a way to flip normal map colors to work with different lighting engines such as Godot?
On the left side of the screen (under the "Normal" tab) there is a section called "Axis:". You can flip the X and/or Y axis there before exporting.
Thats right! Thats the way to flip normals. Thanks for taking the time to answer!
Thank you for this tool! I came back to it after a couple of months and I am very excited for the progress that has been made on it.
Thanks! Im working really hard on this tool! I really appreciate your kind words. Lots of new features are planned.. but they take time!
Yes! thank you for the answer, I saw it there but dismissed it because it looked like it was inverting the height (making bumps into dips). I may need more sleep... Again thank you.
you can also use those checkboxes to invert height. In fact,i think it would be useful to add an invert option on export, and leave those checkboxes only for inverting height.
I must say that in 1.8 there is a bug that affects flipping in some way. Please see: https://github.com/azagaya/laigter/issues/31
To workarround it, modify "distance" slider AFTER checking the invert checkbox.
Hi there!
You should update the description with the new translations available ;)
Oh yeah, sorry!
Haha, that's ok! Just letting you know ;)
Some suggestions for future updates...
1) Currently you can add lights, but cannot delete them afterwards. Need the ability to delete added lights
2) Creating, Edit and Saving of project settings so we can comeback and edit what we have made. From programmers viewpoint... you would just save a text file of the path to the image and all the settings.
3) If you keep the export canvas function, a) change icon to something else beside an animation/video icon; b) The ability to edit the dimension (WxH) of the canvas.
This is a really awesome software tool that I could someday use to make certain 2D games pop out with DEPTH. If there is one feature missing that would be beneficiary is the ability to save the laigter setup as a template file so then users and artists would be able to reload the exact lighting setup for any sprites in production.
Hi! Im glad you like Laigter!
You can save settings of the currently selected texture y the preset manager. You will find the preset manager button in the toolbar. In the left there is a list, where "lights" option is unchecked, you can check it before saving if you want also light settings for that texture to be saved.
Is that what you needed?
I tried the preset, but how do you load it? I clicked the import and apply button but nothing happens
Hi! After you save the preset, in the combobox at the top right, you will see it. Then you select the textures to which you want to apply the preset, and then click apply. I think i really need to write docs about Laigter.
I also think the is needed as well. From just a graphic designer viewpoint. I would want a project file too. This way I and edit a project, say a day or so and not have to rebuild all the settings.
Hi, how do i save the preview image. it saves all the other maps but not the3 preview image. i don't use your app for games, but just for general graphics. thanks for a neat program.
If you are using Laigter 1.7, you save the preview of the current selected texture with the icon![]()
in the toolbar!
Okay it works, but when it exports it exports the entire screen leaving the little image in the middle. Meaning I have to crop it to use it. See the image below . Even though you can't see the boundary it extends three times wider and taller than the little 3D image itself . Save the image to your hard drive and then look at it you will see what I mean .![](https://img.itch.zone/aW1nLzI2ODg1NjIucG5n/original/aSM7aj.png)
Uh, i see.. this must be a regression as i fixed that bug some time ago. Let me check in this days and i'll wirte you back. Would you please open an issue on github?
Okay submitted bug report. Thanks
Thanks! Also,would you check if there is an unchecked checkbox in the export dock widget? I think one of the changes in 1.7 was to add that option there to export individual previews
Hi Man! I don't know what to do with this, for now. But it is so damn cool, simple and functional! I will use it at some point for sure. On Mac High Sierra works like a charm! A very good Job! Thank you so much! I let u a Coffe on Kofi! Keep up the good work! Thank you, again! 🙏
Thanks a lot! I really appreciate your kind words! i hope you use it soon and you find it useful!
What a great tool! Thanks a lot for making something like that open source :). If it had brush-like editing for normal maps it would be perfect!
Hi! thanks for the kind words! I have that feature planned.. i hope to be able to add it soon.
(Old)(it's must be cool to use this software for pixel art game, i would like to use it for that, but this is not possible) ( (Update : They are Pixel art mode and it's work very good)
hi!
Why is not possible?
The exported map should be fine for pixel art.. and you have a pixelated checkbox to enable pixel preview.. are they not working? Could you share one of the pixel art sprites that are not working for you? Yo can also open an issue on github!
I'm sorry i didn't see pixealed, i'm sorry ;(
your games look great by the way!
Thanks ;)
For me, it crashed if I click on "Tile". Image size is 128x128, Windows 10 64 bit.
Hi! can you please tell me your system specs? Can you share me the image?
Windows10 Home, 64 bit Version 1809, OS build 17763.615
Processor: AMD Ryzen 7 2700X Eight-Core Processor, 3.70 GHz
RAM 32 GB
Graphics Card: GeForce GTX 1660, Driver Version 431.60
You know, people who reported this to me also have great pc like yours... Thanks for the report, i'll look into it! Really sorry for inconvinients.
I can confirm this happens in some windows devices. Could you please open an issue on github for this? including the image.
Thanks a lot!
Hey, I think the problem might be processor related (ryzen / certain Intel gen).
hi! Thanks for reporting that!
Anyways,i found a possible fix.. in this days i will release a bug fixe 1.5.1 version.. we can try then!
when i try to run the program, it give me 2 errors, both abou a missing dll. i try the installer and the portable version but both give the same error.
plz help me
yes,i was reported that for windows version.. ill fix it tonight.. can you tell me de missing dll?
Could you please try with the installer version now? Portable version is uploading... (sorry, my internet connection in this part of the world is really slow)
Hello. I can't start the application. After trying to run laigter.exe, I receive a message about a missing file: libopencv_imgproc320.dll. Where can I download it?
oh,thats strange.. it should be included... what version you tired? portable or installer? Can you check it's not present in laigtr's directory? I'll try to upload a fixed version today.. Sorry
Thank you for the quick reply. I tried both versions. I also tried to install through the Itch application. In each case the same error. I can't see this file in any of the folders.
ok,surely I made a mistake when packaging... my notebook broke so I borrowed one and I made all the environment in a rush... I'll upload a fixed version today.. sorry
OK, Thanks! :)
Could you try with the installer version now? The portable version is uploading in this moments, and my internet connection really sucks.
It would be awesome to be able to automate laigter usage through the command line. For example, one could use something like this to automate the maps generation for some file without ever opening the graphical interface:
laigter --preset=/home/user/somePresetFile --input=/home/user/input.png --invert-y --invert-x --normal=/home/user/input.normal.png --occlusion=/home/user/input.occlusion.png --specular=/home/user/input.specular.png --parallax=/home/user/input.parallax.png
Yes, i have that on my todo list... but i haven't had enough time. Perhaps in the near future!
Since I was really needing the command line export feature I forked your project and implemented the bare minimum for my personal needs. You can take a look here:
https://github.com/Gnumaru/laigter
I only made a windows build since it is the main OS I'm currently using for development.
I can make you a pull request if you want, but I did'nt had the time to make sure my changes fit your projects coding style and quality standards.
Wow, thanks a lot!!
I'll check it as soon as i can.
About the coding style and quality standars, i have none till now.. this was supposed to be just a personal project, something like a test... and i'm usually messy writting code... But i think i should starting to define coding style. I think we could use clang-format beautifier and that's all.
Thanks again!
Hi, I like the concept of this app. 2 things... 1) Can you add a menu bar with all commands so we can use shortcut keys and also have a link in the memu back to your website? 2) Bottom right buttons, Exporting all images (normal maps etc) doesn't work at all on my Win10 machine. And the top export button ONLY exports the normal map... no other images, not even the preview. Would be nice if exporting worked and supported transparent PNG's. Even thought this app would be mostly for game dev, I would use it just for general graphic design. A quick way to add 3d effect to any flat image. Great work so far!!
Hi! thanks for the feddback!
1) What do you mean with all the commands? I may add shortcuts without the need of a menu bar.. would it be enough for your needs? Perhaps i cann add them for 1.6 (1.5 is almost ready).
2) Does any message appears when pressing "Export All..." i'll try on a windows machine later, but i think it was working. It exports the maps in the same directory the original file is. The top export button bug is fixed for next release.. i found it some days ago. The preview is not exported in 1.4, because the purpose of Laigter is to export maps that are used within shaders. I added the feature to export preview for 1.5, but just of the texture currently selected due to some internal problems.
No message of any kind when exporting
Thats strange... I've just tried on a windows PC and worked fine. Can you give me the full specs of your system? what images are you trying to export? If you run it from cmd does it show anything? and if you run in cmd with s parameter? like "laigter.exe s" in cmd
I'll try in other computers also... can you try in other pc too?
I need to be able to reproduce this to be able to solve it.
I get a message saying everything exports... but when I go to exported folder... nothing is there. lLke I said, only if I click the top export button do I get the one and only normalmap... nothing else.
Windows 10 (ver1908)
GTX 2060
Intel Core i7
16 MB RAM
FYI.. .screen doesn't reflect location of the application. I have a folder I keep all my created content in. I just named that folder Laigter too.
Thanks for the feedbak. Perhaps a dumb question, but have you tried with other pictures that are not the sample one? Export all and export too are not meant for the sample images...
I'll look at it further and tell you if i find anything.
The top bar export button, as i said previously, it's a bug is already fixed and ready for version 1.5! I think i will be able to release it soon.
Also, ran app from command prompt.... didn't make a difference
Absolutely fantastic tool mate, you're a god send for Developers that cant make art like me!
Any chance the Presets could save the Visualization settings though? It would be awesome to save the Light settings when moving from sprite to sprite.
(this would work great with Exporting the Preview image which I'm really excited for to!)
Keep up the great work!
Hi!
May be i can add those features in future releases! Right now I'm trying to clean up a bit the internals, and 1.5 will just include preview export.. but for next releases perhaps I can implement your suggestions!
Thanks mate, your a champion!
I mocked up a test character, its completely night and day, well done again.
Cool drawings! thanks for sharing.. i always like to see laigter in action!
Oh no.. i had this bug some time ago with some systems... probably is a regression.. can you send me one of the images you are trying?
Also, would you please try to execute Laigter from console and see if any message appears when changing to preview?
Thanks!
Hey, i've tried in different machines with win10 and couldn't reproduce your problem.. could you give me your full system specs? What Opengl versions you support? The problem is with the installable version or with the portable version or both? have you tried in other win10 machines?
Is the linux build of this application working for anyone else? The .appimage will not launch the program for me.
Hi! I tried in debian 9, ubuntu 16.04, ubuntu 19.04 and latest fedora and worked fine for me. Could you try executing it from the console to see if some error arraises?
And also could you tell me what is your hardware and linux distro?
Hey, not OP but I'm having problems too on Pop!_OS (64bit ubuntu based)
bash: ./laigter-1.4.0-beta-x86_64.AppImage: cannot execute binary file: Exec format error
That's strange because i have a computer with Pop!_OS and always test it there. What version of Pop!_OS are you using? It's strange because that error you mention usually appears when you try to run an application for a different architecture, like an x86 app on an ARM target...
Using Pop!_OS 18.10 x86_64. I just realized I'm not using 19.04 so i'm gonna upgrade and try again after that...
How can you export what you see in preview mode? Ofcourse you can screenshot and crop it afterward, but is there a way to export it to a single image?
Hi! not yet.. i didn't think anyone would use it, as it's just a preview... I can add preview export for next release if you like.. Just curiosity, what would be the use case of it?
That would be really nice. To use it as a static sprite, to create that 3d-ish effect without using ingame shaders.
Would you mind the if the exported preview image has the size of the preview widget? Or you need it to have the same size as the original image? The framework i'm using has some limitations on how using opengl rendering.
The size of the previewwidget would be perfect.
Great! Anyways I managed to export the original size also while I waited for your reply.. just the lighting effect is not exactly the same as the preview.. I'll let the user chose wether he/she wants to export full preview or original size.
I was a ton of work! Expect it in next release!
Thank you for this
You are welcome!
Hi there, I saw a YouTube video featuring Laigter https://www.youtube.com/watch?v=WZ-YnnZTzUw&t=186s where a normal map was created from a standard image an file and was thinking maybe I could do the same with a photo of a living room scene that I wanted to add a lighting effect to. I downloaded and ran v 1.3 on my Windows 10 laptop but I am unable open any image files. Any suggestions?
uh, thats strange.. could you tell me what hardware your laptop has? What opengl your video card supports? Also,does the program crash or just do nothing? If you run it in a console, does it state any error? Thanks for the feedback
Also,could you please send me one of the images you are trying to open?
Really awesome. Please add support for GLSL 1.3
Hi! thanks for the suggestion.. you mean to be able to run Laigter to run on a pc that only supports till that version? I'll try for next release.
Yes, my laptop is old :/ thank you, looking forward for next release
And what OS are you using?
Linux
ok, i think tomorrow i'll upload a version with occlusion maps.. i'll make it with glsl 130 so you can try if it works.
Hello,
Just tried the update. Alot of great changes and bug fixes!
About pixelation; though the outlines are no longer there (it is fully pixelated now), there is one small issue. About 1 pixel in height across the width of the sprite image is deleted for some reason. I have made sure that the zoom in Laigter is maintained at 100%.
I screen capped the result and when I overlaid it on top of the original, I could see the difference. This issue was replicated with more than one sprite. Below are gifs illustrating the problem:
a) Current result:
b) Desired result:
In the first gif (a), you can see the sprite is doing a "bounce" motion because in Laigter, there is some distortion in the lighted sprite which causes 1 pixel of height across the entire width of the sprite to somehow not get drawn, even at 100% zoom. The second gif (b) is where I manually edited the lighted sprite to add the 1 pixel back in which fixes the "bounce" motion.
Its a minor issue, but I'm wondering if it could be addressed, so no manual editing is required. In any case, as always, awesome stuff and thanks for sharing this!
you are right, there seems to still be a bug there.. let me have a look at it again, and i'll tell you if i find anything
Hey! it took a ton of work, but i think i managed to solve this!
Expect the fix to be included in next release.
Awesome!!!
Looking forward to the next release!
Very interesting piece of software, thanks for putting it out there. I've been playing around with hand painting normal maps for 2D skeletal animation, but doing it by hand takes time. This looks like it could be really helpful for generating a rough first pass, or for more static assets.
One problem I noticed was that the edges on some of the 32 bit PNG files I handed it are fading to white on the border between black and transparent. There is also a very hard inverse border on the normal map along that boundary unless I turn bump height all the way up to compensate. I'm not sure if this is caused by the program I used to create the PNG or something in Laigter.
Hi! Thanks for the feedback.. could you share me your image so I can try with it? I think the problem could be when importing, cause I do a convertion there.. the inverted edge in the normal could be because the edge is black, and the transparent area is not being considered as 0 height.. I'll have to take a look at it also.
Sure, here's a cropped version which is showing the same issues on my system.![](https://img.itch.zone/aW1nLzIyMDA4MDgucG5n/original/3yT%2B92.png)
Thanks! I'll look at it as soon as i have some free time
Hi!
Apparently this bug is in the library i use for importing images.. i could not solve the white line appearing at the edge of the image, but i could solve the hard invert that you see in the normal borders..
This fix will be available in next release. You will still see that annoying white border in the preview, but normals are fine, and you shouldn't notice them ingame.
If i find a way to solve that also i'll let you know.
Sorry, i don't understand what you are asking. English is not my mother language.. could you rephrase the question?
Hi! I solved the white edges problem! That fix will be available in next release.![](https://img.itch.zone/aW1nLzIyMzI4OTQucG5n/original/ZKVxe0.png)
Thanks for doing the extra work fixing this.
no problem!
Hi, awesome application!
Just a question. In a project using pixel art, I don't plan to export the normal map itself since there are too many frames for the sprites. Instead, I'd like to simply use the preview image with the lighting on the sprite and use that as an "overlay".
The only problem is I can't see an option to render the preview in its original pixel form. The preview image has interpolation turned on and there doesn't appear to be any way to restore the sprite's original pixel look.
Thanks for this amazing tool!
hi! I'm not sure if i understood the question.. have you tried pressing the "pixelated" checkbox in the preview dock?
Thanks for the reply.
I've checked to make sure the "pixelated" box is ticked, but there is still some interpolation going on.
I have attached examples below:
This is a test sprite which was screen captured at 500% zoom, and where pixelation is maintained:![](https://img.itch.zone/aW1nLzIxOTk2NzYucG5n/original/HkOsPO.png)
And this is the same test sprite screen captured inside laigter with pixelation turned on, also zoomed at 500%, :![](https://img.itch.zone/aW1nLzIxOTk2NzkucG5n/original/W0uANP.png)
The difference between the two is the first has no interpolation, where as the second one has some bit of it, most noticeably with dark outlines.
I was hoping that the normal map lighting could apply with the pixelation maintained. I could then simply take a screen shot in the preview and use that as an overlay to simulate something like a muzzle flash. But currently, there is some interpolation which gets in the way. See below image for the difference:
Example areas are the shoulder pads and arms. In the left lit image, there are a few dark colored outlines compared to the right, normal image. The effects looks great though.
I'm not sure if its possible to maintain the pixel look 100% (more or less to remove those dark lines). But if it is, would be great!
Thanks again!
Hi! Yeah, i see what you mean. There must be a bug in the pixelization... would you share me the original image so i can test with it? I can't promisse i will solve this fast, because i have little time free from my daily job.. but i surely will try!
Thank you for the reply azagaya.
Here is the original image with transparency.
Righ-click > Save image as... (if you're on windows) should work fine with downloading the image.
And please take your time. :)
Like I said, the results look pretty good right now too, but if the pixelation is maintained fully, that'd be just super. Appreciate your effort to look into it, regardless of the outcome.
Thanks again!
Hi! I manage to solve the interpolation problem in the texture.. now it should look ok when pixelated is checked.
The problem with the preview is not due to interpolation. In the image, each colour square we see as a pixel is actually made of 9 pixels. Laigter just use the real pixels, so the light will affect 9 pixels for each "pixel" you see in your image.. i'm not sure if i'm making myself clear here!
I've tried to make a pixelated preview with a shader, but no luck till now.. if i manage to do so, i'll let you know!
The texture interpolation fix will be available in next release! so stay tuned.
This is really awesome!
I haven't used it yet but from what i'm seeing this will help a lot and makes the game I'm working on "Miko Mind Dreamer" look much better if a light source is used.
Will there be new updates coming in the future like adding new stuff and so on? keep up the amazing work!
hi!
I'm glad you like the tool! Your game looks cool, and I'm sure dynamic lights will be an awesome addition!
Regarding the new features, I have some in mind, but I have little to no free time, so I'm adding them slowly. I also try to prioritize features that users request.
Thanks a lot!
Yeah I understand it's the story of all of us, having little time to work on something we love, well if they are coming slowly or fast just keep it going, this tool could be really something special in the future!
Keep up the great work, I'll be following this one.
Hey! i've seen you are using GDevelop 5, aren't you? If so, i'm sorry to tell you that GDevelop 5 does not support dynamic lights and normal maps yet. So you wouldn't be able to use the maps exported by Laigter in your game at the momemt :(
Yeah GD5, hmm.. well that's sad, it's ok, hopefully it will support it in the future.