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xchellx

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Everything posted by xchellx

  1. Is there any way I can "dry run" the installer to figure this out? I do not want to modify my current environment just to figure this out. Or can you list the specific entries it modifies?
  2. Yes, from Windows Key + R -> cmd.exe -> Ctrl + Shift + Enter -> UAC Prompt: I get: And from Start -> Visual Studio 2022 -> Developer Command Prompt for VS 2022 -> Right Click -> More -> Run as administrator -> UAC Prompt: And yes, I do have paint.net installed portably so I can move it to a new computer (copying over %APPDATA%) without having to reinstall it (makes setting up a new PC easier).
  3. How do I register PaintDotNet.ShellExtension.x64.dll manually? regsvr32 does not like it (missing `DllRegisterServer` entry point),and regasm requires a C# DLL.
  4. How do I register it manually? regsvr32 does not like it (missing `DllRegisterServer`), and regasm requires a C# DLL.
  5. No, sadly that does not help. This post is not of an issue of no thumbnails appearing. Thumbnails for any other type of file format work perfectly fine on my install. I know thumbnails for .pdn files will work if I "install" Paint.NET but I wish to use the portable version instead, therefore I did not install it and therefore do not have thumbnail functionality for .pdn files, hence why I made my own ShellExtension to do this instead (so I dont have to install paint.net). And still... my original question was... which subforum do I post about such ShellExtension I made?
  6. No, the thumbnails do not work on portable versions (I like to have Paint.NET in %APPDATA%). So I wrote an extension to do it because Paint.NET's extension just didn't want to work unless "installed". Also, I still do not know where to post this...
  7. What I wrote is not a plugin but relates to Paint.NET. It gives thumbnails for .pdn files. The source is on github... but I dont know what subforum to make a forum post of about it here. Which subforum would I post this under?
  8. What do you mean by "When it's as large as allowed"? What exactly specifies as the "allowed" size here? Random Size Min and Random Size Max for Jitter don't seem to affect this.
  9. Bump - It would be nice to show a dialog to ask to load mipmaps... but Id like to know if its ok to do it (or its against "what not to do in a plugin" rules)
  10. Bump - I would really like an answer to this, as I care about the encapsulation of my classes (neatness and code organization)
  11. How much parts of a plugin needs to be public? Like, what needs to be public so paint.net can see it from the assembly? As in: SaveConfigWidget: public or can be internal? SaveConfigToken: public or can be internal? IPluginSupportInfo: public or can be internal? IFileTypeFactory: public or can be internal? FileType: public or can be internal?
  12. @otuncelli How do I set the max size that way?
  13. How exactly do I use ProgressEventHandler? There is only a progress value for ProgressEventArgs. There is no way to get and set the max progress...
  14. This doesn't seem to be available for SaveConfigWidget, as well as even using System style for controls.
  15. @null54 are you sure? https://forums.getpaint.net/topic/118948-txtr-filetype-latest-v110-2021-11-24 -> https://forums.getpaint.net/topic/118948 -> The page you requested does not exist
  16. I am continuing work on a plugin. Instead of setting the `IPluginSupportInfo.WebsiteUri` to `https://www.getpaint.net/redirect/plugins.html`, I'd thought to set it to the link to the plugin page instead. However, I realized the page link is linked to the post title, meaning if I change the title, the link will change thus making a unstable temporary link that can change at any time. Is there a way to get a permanent link to a forum post here? Like Reddit's permalink?
  17. @Rick BrewsterAlright, I updated the zip. (link didnt have to be updated as link stayed the same, but release zip has been changed)
  18. Summery: This is a plugin that allows opening of the TXTR file format found in the Metroid Prime series of games. It supports all texture types of the format and allows for saving and loading the format. Features: Supports loading and saving every type of texture Automatically handles pixel coordinate flipping Supports mipmap loading and generation Note(s): There is a bug where saving the format does not show the saved mipmaps as layers. This is because the format doesn't support Paint.NET's layers (it only reads the first layer) and for mipmaps it generates them automatically. So, when saving, Paint.NET will ask to flatten the image which if the saved texture has mipmaps then the saved result wont show the mipmaps as layers. Re-opening the file fixes this issue. Download: TXTRFileType.7z Changelog: v1.2.0 Updated the save UI, it now reacts to dark theme more accurately. Seperated the mipmap size limit to a width and height limit (also in save UI). Updated the codebasea a lot. See the github for more information. Added dialog choice at load to ask if to load all mipmaps or just the first mipmap v1.1.0 Defaults button fixed. Added setting to limit mipmap count by size limit. v1.0.1 Fixed certain MP2 TXTRs causing a crash. v1.0.0 Initial stable release. Source Code: https://github.com/xchellx/TXTRFileType
  19. During OnLoad, I decode every mipmap. If I wanted to give import options, I'd have to show UI. Since OnLoad has no "Load Configuration" panel unlike with OnSave, I thought of using MessageBox.Show to ask whether to import mipmaps or not with a Yes No dialog. Is this against the plugin rules?
  20. Unfortunately, these templates use the .NET Framework. The newest Paint.NET alpha (which I wish to target with my plugin, for reasons of having the newest C# 9 features) uses .NET 5. If I do what these templates do (which is target the Paint.NET DLLs, copy plugin dll to FileTypes/Effects folder at post build, then start Paint.NET as the debug action) with the new SDK csproj format as well as targeting `net5.0-windows`, it'll complain of DLL conflicts due to different versions that the plugin is using compared to Paint.NET. Do you plan on fixing these templates for .NET 5? EDIT: After some messing around, I did get it to compile. Although, it would be nice to have these templates updated... New csproj format properties: Paint.NET DLL references: PostBuild event (new csproj format): Then add this to the end of your AssemblyInfo.cs: And finally, debugging paint.net at start debug:
  21. So how do I create plugins with this new alpha build? Looking forward to having the latest C# features with the plugin Im creating. I get assembly reference conflicts with "WindowsBase.dll" where my plugin wants 5.0.0 and yours wants 4.6.0. EDIT: I figured out how. See:
  22. In the end, I ended up making a standalone .NET application with Bitmap.Save. All the mipresults came out correctly. This is because I could create a bitmap each with it's own size for every mipmap iteration. It's too bad Paint.NET's API cannot handle graphics of various different sizes, at least from the API side.
  23. Again, I can't do it pixel by pixel. I decode blocks of pixels to a pixel array but the x/y coordinates are never known in the end. However I do convert the data to a Bitmap in the end. Also, this game's texture format (.TXTR) stores all it's mipmaps in it's texture data section. In it's header there is a mipmap count. Mipmap auto generation is never done here.
  24. How do I do that? All I have to render a Bitmap is `CopyFromGdipBitmap` and `CopySurface` with `Surface.CopyFromBitmap`. I could choose the top left rendering point with `ImageRendererBgra` but as Rick said, that is an internal class I shouldn't use. Again, I can't do the x,y pixel coordinates due to the way the target format handles pixel coordinates.
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