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June 14th, 2021, 21:44 #41
- Join Date
- Jun 2021
- Posts
- 2
uuh,... So, firstly, This is AWESOME, it can certainly speed up things a LOT. I made everything here but the windows are not importing correctly. They are going with the blue line(doors). It's supposed to do that or it has to be yellow, as I expected?
Sorry for that, just wanting to be sure here! and again, thanks for the converter!
EDIT: One more thing, in the export option, for building that has multiple floors, I like to make the source level the Ground level and the 1ft floor(2nd floor, for some people) the overlay level, BUT with these settings, the LOS is made on the source level, not on the overlay. Sadly, this is not a thing that I can find a way to work, but I wanted to point this out here, in case someone came here trying to find answers.Last edited by Aluzinagium; June 14th, 2021 at 22:23.
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June 14th, 2021, 22:11 #42
- Join Date
- Dec 2020
- Posts
- 115
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June 14th, 2021, 22:17 #43
From @Imagix: "Note that for the tool's purposes, essentially all doors are closed. In Dungeondraft, when you have the portal selected, you can choose whether it allows light, or does not. If the portal is blocking light, it is a closed door. If the portal allows light, it will be a window".
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June 14th, 2021, 22:25 #44
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- Jun 2021
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- 2
yeah, I'm new to both programs and now trying everything out, I noticed it's the same thing. either Door or Window option make the same result, so, I think it's just a visual thing to differentiate one from another. It's working fine! LOVED IT <3
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June 15th, 2021, 00:02 #45
Egheal is right. In Dungeondraft, when you set a window, you have an option on the left-hand menu to allow or block light. To make it code as a window for FGU, set it to allow light and it will show up as a window when you import the xml to FGU.
Screenshot 2021-06-15 075849.png
Screenshot 2021-06-15 075911.png
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June 15th, 2021, 01:56 #46
- Join Date
- Mar 2018
- Location
- Canada
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- 266
v1.2.0 published of the script. This now understands if you have cropped your map during the export.
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June 15th, 2021, 02:38 #47
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June 15th, 2021, 05:43 #48
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June 16th, 2021, 23:22 #49
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- Mar 2018
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- Canada
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Looks like Dungeondraft released a v1.0.2.1 Beta today (yesterday?) which allows for objects to block light. So, I've put up a branch in github "Imagix/issue11" (https://github.com/Imagix/uvtt2fgu/tree/Imagix/issue11) which has some updates so that the script can interpret that data. Call it v1.3.0 Beta. I'm holding off fully releasing it until Dungeondraft releases it, but I would appreciate it if someone wanted to try out the python script.
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June 20th, 2021, 13:30 #50
Hi Imagix,
I'm following your instructions, but running "pip install Pillow" in a command prompt gives me an error: "'pip' is not recognized as an internal or external command, operable program or batch file."
I've tried running it from the Python directory, but that doesn't work either.
What am I doing wrong?
Edited: Never mind - I had to run it from the scripts subfolder - I will carry on.
Thanks.Last edited by dendarii; June 20th, 2021 at 13:35. Reason: Fixed it
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