Jump to content

GTX2GvO

Members
  • Posts

    12
  • Joined

  • Last visited

About GTX2GvO

  • Birthday 10/23/1984

Profile Information

  • Gender
    Male

GTX2GvO's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. It's where I got the Code.cs from (and the rest of the VS project) and I linked to that in post #5 (together with it's tutorial). The OnSave there would try to save it as a bmp file and if you read a few posts above that wouldn't be the right practice. The main issue is that I don't know how to do an OnSave to the png format instead. (I mean correctly)
  2. How about using the kaleidoscope plugin to make 73 spokes and rotate that around in 5 layers (73 * 5 =365)? Not sure if it works, but it's at least just 6 steps now, right?
  3. This is what I have now as "Best example" (least amount of errors and such) in Code.cs But not working of course. using System; using System.Collections.Generic; using System.Text; using PaintDotNet; using PaintDotNet.Data; using System.IO; using System.Drawing; using System.Windows.Forms; using System.Drawing.Imaging; namespace PaintDotNet.Data { public class SPZFileType : FileType { internal SPZFileType() : base( "SPAZ Image format", 0 | FileTypeFlags.SupportsLoading /* | FileTypeFlags.SupportsSaving */ , new[] { ".spz" }) { } protected override Document OnLoad(Stream input) { PngFileType pngft = new PngFileType(); Document doc = pngft.Load(input); return doc; } /* protected override void OnSave(Document input, Stream output , SaveConfigToken token, Surface scratchSurface, ProgressEventHandler callback) { PngFileType pngft = new PngFileType(); Document doc = pngft.Save(output, ImageFormat.Png); } */ //Keep Save/load stuff above this line!! } public class SPZFileTypeFactory : IFileTypeFactory { public FileType[] GetFileTypeInstances() { return new FileType[] { new SPZFileType() }; } } } I've currently (and deliberately) commented out the "Supportsaving" and "onSave" sections. (for now) Amongst the "OnSave" Section still pops up the error: "No overload for method 'Save' takes 2 arguments" Which is on the pngft.Save part. This is the part where it still fails and is probably in it's entire wrong from the get go. (everything between { & } there) Everything else works. (the .spz filetype is correctly opened by Paint.net) Just due to the lack of a save section it can't be saved as .spz if wanted. (or force paint.net to show a "save as.." dialog instead, when trying to close with edits unsaved) The "//Keep Save/load stuff above this line!!" is because my tweaking caused code to get underneath the "}" that is placed below it. Which will breaks just about the whole file.
  4. Ok. Read through the thread. Tried stuff. Failed Tried somewhat different stuff. Failed more. Tried "optimizing" old stuff. Failed harder. Tried what was thought a cheap trick. Horrendously failed beyond comparison. And all that time had no clue what the heck I was actually doing. What the heck am I missing here? (besides basic programming knowledge)
  5. With the current plugin that's no longer needed. ^_^ That's what I said underneath it and of course I know it would be wrong to save it like that. Are you implying it should be " ra.Bitmap.Save(output, ImageFormat.png); " instead? Or maybe even " ra.pngft.Save(output, ImageFormat.png); "? Or would I just end with blowing stuff up? About the ORA plugin. I have a oraFileType.cs file in my filetype folder. It's content regarding saving confused me though. So I hope that the Ora development thread could help me further. ^_^
  6. Well .Then THANK you all .^_^ And please forgive me that I forgot to ask with please before.
  7. WARNING! I Can ask annoying questions.

  8. Had to check the bin folder of the VS 2010 C# Express project for the dll. IT WORKS! They open! Just curious. How would the saving part needed to be constructed? You know, that part that we left out. The template has the following save part: protected override void OnSave(Document input, Stream output, SaveConfigToken token, Surface scratchSurface, ProgressEventHandler callback) { RenderArgs ra = new RenderArgs(new Surface(input.Size)); input.Render(ra); ra.Bitmap.Save(output, ImageFormat.Bmp); } If I interpret it correct that means this piece of code tries to save it as a bmp/bitmap? @Rick: In case of this game it could be your worst enemy. Forget to rename back. Game tries to look for the spz files. can't find them. Load's white boxes instead. The renaming of the files is a step I try to AVOID. (But they could be placed in two handy .bat files though if it was needed)
  9. Yes. That's right, but I'd prefer that the step between viewing the image and actually editing it is as short as selecting the right tool. (And then save it in the right spot as .png) Instead of closing the viewer. Go to the file. Copy it elsewhere. Rename to png. open with paint.net. edit. save. done. Well. If I understood the filetype plugin making in a way I could make a basic one, it would've been done already. (I can tweak existing code, but the template and tutorial require much better intel on the matter, which I don't have) The main reason to want a filetype plugin for the format is to Help out on the modding community of the Space Pirates And Zombies game. Cause being able to open all the art assets in the program best advised for the task to edit the content is highly wanted. Preferably, I would want to make the plugin myself. But I simply don't know how. (which is the frustrating part) Therefor I'm basically at the mercy of anyone willing to help. In all honestly. How hard is it to make a plugin using the above linked template and tutorial for a filetype (any) that is actually another (known by paint.net like png) filetype? Or should just a whole different route be needed to be taken?
  10. So. You guy's are telling me to use something ELSE then Paint.NET? I wouldn't come here to ask for assistance If i wanted that. And windows Photo Viewer Only opens them. (it can't even save them to .png, which is needed for the files I want to edit them) And, rather frankly, I don't want any image viewers. I want to double click the damn file and if it's actually the right one, start editing it. And because these files have quite some transparency in them I can't even just attach them to MS Paint. (it can't save the transparency values) Frustration. Lots of frustration. Especially cause I don't know how to make a (considerably) easy filetype plugin. (Really. the only thing it should do is tell paint.net that those spz's are nothing else then png's) Why. Why isn't there a good tutorial.
  11. I've checked the filetype plugin template. I've checked the codeproject tutorial for it. And I have no frigging clue on how to make a plugin.dll with it. (I've tried though with notepad++ And VS2010 C# Express) Also. I'm no Programmer and thus don't know how to fix the errors in the "project" ( e.g. wtf rootnamespace error?! ) Seeing I first posted @10:19 Local time and it's now 16:21 local time I guess it ain't "Less then an hour".
  12. What I want is to open the file WITHOUT needing to do the copy and renaming first. [edit] Actually. your suggestion sound in the way like. Hey. Just copy close to 2000 files and rename those back to .png, just so you can check up one or two of them for necessity. Are YOU willing to do such an action?
  13. I have an issue with opening a game's "custom" image filetype in Paint.net The image file in question IS actually just a renamed .png file, but Paint.net gives no dice. The Game in Question: Space Pirates And Zombies (by MinMax games) Filetype in question: .spz Filetype details. It's a .png file renamed to .spz. Renaming the file to .png allows paint.net to open it, but this is too much of an unwanted hassle. (Seeing I only want to open, copy and save as a NEW file) It could also risk breaking the game if done wrong. Is there a way to make Paint.net recognize this .spz file as a normal .png file (which it in fact is)? Any help with this would be greatly apreciated by the SPAZ modding community. I've checked through the plug-in availability and such, but couldn't find anything to help me further.
×
×
  • Create New...