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honzapat

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  1. Having it would be awesome but probably need massive porting of serialization parts, so aim gonna stick with PSD plugin and saving it as PSD, which I didnt initially though of.
  2. Well today I spend like 5 hours trying to make it work isntead of working on the game, i think I can live with the must to click ctrl + shift + s and save as png
  3. Well if it wasnt enough, Unity now doesnt even want to load the dlls, so iam really looking into some class wrapper for the pdn
  4. Unity partialy made a wrapper for PDN for their PSD importer, so they are basically using the plugin to convert to PDN and then to their format, but you cant load PDN format, what a great thing.
  5. Ok it looks like I cant access anything from System.Drawing, I can access surface though. If only could I somehow copy the byte[] directly from the layer.
  6. The purpose would be, that i could save directly pdn assets and through some scripting(which is available) where I get: file path and I can callback engines proprietary types(Texture2D and/or Sprite in that case), so the idea is I would load the pdn file and for example add each layer as separate Texture2D or sprite (depending on per asset settings), as I say Iam 90% there I just cant access bitmap.
  7. Is there any wrapper library for the .PDN file type? I am trying to create custom importer for Unity. By using PaintNet.Core, Base and Data I almost done it, only problem is I cant use Bitmaps and surfaces from System.Drawing(idk Unity has some issue even thogh Iam using it, it probably missing from the Mono version), maybe if I could get Color array directly from layer it would be enough.
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