P13Darksight
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Posts
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Posts posted by P13Darksight
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Nice work, I like your pictures!
thank you !
you have some nice creations :wink:and thank you
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whoops my bad, I'll edit it to make it my gallery. sorry about that
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for better and higher-quality viewing please visit it over at http://p13darksight.deviantart.com/gallery
a sideshow is also available for viewing : http://s246.photobucket.com/albums/gg11 ... 1261692372
Theres too many to show at once, but I'll show some of my personal favorites.
Dueling Ink
Hidden Content:Made from a single brush stroke, then manipulated.Made entirety in Paint.Net
Enjoy
Spectrum Sig
Hidden Content:signature i made recently.Enjoy and please give feedback
PTC Dream
Hidden Content:Inspired by a Dream I hadIncredible Hulk
Hidden Content:Green lantern sig
Hidden Content:Green lanternLogo
Hidden Content:ED-Spectrum
Hidden Content:Mono-C4D-13
Hidden Content:Tiger Unity-Spectrum
Hidden Content:Ribbon13
Hidden Content:Julias Flame series
Hidden Content: -
To use it, inherit your effect class from PropertyBasedEffect instead of Effect. Most IndirectUI effects use CodeLab, which makes writing such plugins easier, but not all. There is code available (under MIT) which uses IndirectUI without CodeLab.
Thanks a bunch that looks a lot easier, then what I thought it would be.
I'm a start working on that right away, since i have some time available to me.
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Have you considered using IndirectUI?
Actually I have not,any resources or documentation on it would be appreciated, I'll study up on it next weekend when I can get back to my computer, if not sooner.
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I've updated the plugin.
Next update comes next weekend, if not sooner(depends when I can get back to computer)
Here is what has changed:
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[*:2oxtumgd]Added a new mode called Normal...its no mathematical operations applied..at all.
[*:2oxtumgd]Faster performance
[*:2oxtumgd]Swizzle!
[*:2oxtumgd]Changed up User interface
To do list
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[*:2oxtumgd]Even Faster performance
[*:2oxtumgd]Improved and Fixed User interface
[*:2oxtumgd]Hardware acceleration and hlsl code usage!(its on the back burner...)
Thanks for the support!
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Because this is an "extension" of PDN's capabilities (it's like blendmodes plus, but this is like layer properties plus) is there any way you can make this re-editable?
I wouldn't call it exactly layer properties plus quite yet, although thats a cool name I might rename it later make it haha.
I'm adding in some more Modes to it right now, as well as some other features.
As for making it re-editable, I don' see why not, it'll require some extra work, but I don't why it can't be done.
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Not sure if this is around but, this is what I came up.
What it basically does is take the intensity of the current pixel and performs some very simple mathematical operation on them to adjust the color of them. I plan to continue to improve the plugin later on, but for now why not release it?
It features a very simple user interface.
Made for Paint.Net 3.5.1
Version 1.0.0.2
Snapshot of UI:
It can be found in the Effects->Color
Features of this plugin:
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[*:llg1a6j0]Perform Color operations on separate channels
[*:llg1a6j0]Its like adjusting the layer properties...only simpler...
[*:llg1a6j0]Ability to choose which channel to perform operations on
[*:llg1a6j0]Swizzle!(Place one color channel into another. Ex: Red goes into Blue)
Current Modes supported:
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[*:llg1a6j0]Normal
[*:llg1a6j0]Addition
[*:llg1a6j0]Subtraction
[*:llg1a6j0]Multiplication
[*:llg1a6j0]Division
To Do list
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[*:llg1a6j0]Faster performance
[*:llg1a6j0]Fixed and improved User interface
[*:llg1a6j0]Hardware acceleration and hlsl code usage!(its on the back burner...)
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Want some proof??? Well since you asked!
Lets use my work in progress incredible hulk piece shall we??
Before:
Hidden Content:After:
Hidden Content:---
Hidden Content:I know not very pretty out of the box..but after a bit of work with other things you can achieve this...
Hidden Content:And
Hidden Content:-
Swizzle Operations:
Before:
From Blue to Green
Enjoy and give feedback! And no hard feelings if you dislike it either. I want to make it better so anything and everything helps.
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On the topic of languages I agree that your choice of languages comes from the project but I will just mention that you can make game development with C# also (XNA). For windows programming I would not use anything else than C#. I am also on the same path you are and I feel awful that I will need to deal with C++, its a ugly mess for me to write on C++ and to read code almost impossible. C# sharp is clean, elegant and supports metadata which is very important for making code readable and usable. Just my 2 cents, I am just a student so you shouldn't really listen to me.
Not true, A pro in programming could recommend C++ while another one could recommend C#. Its all about preferences, for me I perfer C# over anything, like you i feel that C++ is a ugly mess as well.But lets not make this topic about which language is better as it will bring us nowhere.
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okay I found out what was wrong with the template..
The template was made with a 2008 edition of Visual Studio, where I have a 2005 Edition of Visual Studio, so they were incompatible, anyway I took one look at the template code and relized what I was doing wrong, I hadnt implemeted a IFileTypeFactory to my plugin, once I did that everything went smoothly.
Thanks for the help, couldn't of figured it out with out you
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Right which is what I did the first time yet it crashes with that Error anyway I am downloading Visual CS 2008 Express Edtion Sp1 just to see.
once again thanks for the help
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the template won't even open up when I choose to it in File->New Project->Visual C#->My Templates->Paint.Net FileType
it says something about import , so I am thinking it is because I am not using C# 2008
Anyway here is the error i get
The imported project "C:\Microsoft.CSharp.targets" was not found.Confirm that the path in the declaration is correct, and that the file exist on disk.
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okay I checked it out and I just copied and pasted the code into mine and made the absolute neccesarily changes
still nothing
Just in case I did infact something wrong here is all I was able to get as far as.
using System; using System.Collections.Generic; using System.Text; using PaintDotNet; using PaintDotNet.Effects; using PaintDotNet.Data; using System.Windows.Forms; using System.Drawing.Imaging; using System.Drawing; namespace WES2DPlugin { public class Wes2D:FileType { public Wes2D() : base("WES2D", FileTypeFlags.SupportsLoading | FileTypeFlags.SupportsSaving, new string[] { ".wes2D" }) { } protected override Document OnLoad(System.IO.Stream input) { try { Bitmap b = new Bitmap(500, 500); return Document.FromImage(; } catch { MessageBox.Show("Problem Importing File"); Bitmap b = new Bitmap(500, 500); return Document.FromImage(; } } protected override void OnSave(Document input, System.IO.Stream output, SaveConfigToken token, ProgressEventHandler callback) { RenderArgs ra = new RenderArgs(new Surface(input.Size)); input.Render(ra); ra.Bitmap.Save(output, ImageFormat.Bmp); } } }
by the way thank you for the quick replies I no your trying your best to help so thanks.
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yes, I hav the DDS file plugin, the IcoCur plugin as well, I do have the HD one as well but i never use that.
But those all work like they are supposed to.
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nope, there is no View Plugin Errors.
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Recently I have started to make Plugins for Paint.Net, I've had no trouble with my previous plugin which was an effect.But now my new plugin is going to be a File Type Plugin.Now problem the problem is that when I copy the DLL into the FileTypes folder of Paint.Net it won't show my file type, when I am prompted to choose the image I mean.
I am preety sure I am doing everything right, but I have been wrong before.
Here is my constructor code:
public WES2D():base("WES2D",FileTypeFlags.SupportsLoading | FileTypeFlags.SupportsSaving,new string[]{".wes2D"}) { }
Then I do all the proper overrides, I havnt added in any actual code to do the loading besides creating a blank image.
Just so you know I am using Visual C# 2005 Express Edition, I am using Paint.Net v3.35.
IntenColor Effect
in Plugins - Publishing ONLY!
Posted
Sorry for double post!
But I've updated the plugin. It does not use Indirect U.I for one reason, which will be revealed in the future.
This update mostly brought speed improvements to the table. Enjoy